blender/extern/bullet/Bullet/CollisionDispatch/ManifoldResult.cpp
Erwin Coumans 90e5a9aa14 Reorganized Bullet physics files, added preliminary vehicle simulation files (disabled).
Requires some changes to projectfiles/makefiles/scons, for the added and removed files!
2006-02-21 05:36:56 +00:00

47 lines
1.5 KiB
C++

/*
* Copyright (c) 2005 Erwin Coumans http://continuousphysics.com/Bullet/
*
* Permission to use, copy, modify, distribute and sell this software
* and its documentation for any purpose is hereby granted without fee,
* provided that the above copyright notice appear in all copies.
* Erwin Coumans makes no representations about the suitability
* of this software for any purpose.
* It is provided "as is" without express or implied warranty.
*/
#include "ManifoldResult.h"
#include "NarrowPhaseCollision/PersistentManifold.h"
#include "NarrowPhaseCollision/CollisionObject.h"
ManifoldResult::ManifoldResult(CollisionObject* body0,CollisionObject* body1,PersistentManifold* manifoldPtr)
:m_manifoldPtr(manifoldPtr),
m_body0(body0),
m_body1(body1)
{
}
void ManifoldResult::AddContactPoint(const SimdVector3& normalOnBInWorld,const SimdVector3& pointInWorld,float depth)
{
if (depth > m_manifoldPtr->GetManifoldMargin())
return;
SimdTransform transAInv = m_body0->m_worldTransform.inverse();
SimdTransform transBInv= m_body1->m_worldTransform.inverse();
SimdVector3 pointA = pointInWorld + normalOnBInWorld * depth;
SimdVector3 localA = transAInv(pointA );
SimdVector3 localB = transBInv(pointInWorld);
ManifoldPoint newPt(localA,localB,normalOnBInWorld,depth);
int insertIndex = m_manifoldPtr->GetCacheEntry(newPt);
if (insertIndex >= 0)
{
m_manifoldPtr->ReplaceContactPoint(newPt,insertIndex);
} else
{
m_manifoldPtr->AddManifoldPoint(newPt);
}
}